Anaconda loadout advice required.

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pargyrak
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Re: Anaconda loadout advice required.

Postby pargyrak » Tue Sep 22, 2015 10:52 pm

I use 2xC1 and 3xC2 turreted pulse lasers so I avoid overheating. The Large hardpoints have 2xC3 Gimballed beams and a C3 Gimballed Pulse laser.

Turrets keep away the small crafts till you turn your nose on the and blast them away.

You can find my loadout in the inara link in my signature
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Re: Anaconda loadout advice required.

Postby UnmarkedBoxcar » Tue Sep 22, 2015 11:31 pm

Rodgeirr wrote:With turrets does it lessen your need to be nose to them all the time?


It does, in a way, yes. It also makes you feel like a big scary battleship, which can be quite fun :D

However, bear in mind that turrets aren't perfect, and are the lowest on the damage spectrum. (e.g. if you have three of the same type of weapon, one fixed, one gimbaled, and one turreted, the fixed weapon will do the most damage, while the turret will do the least, if all the weapons are the same class/size)

So it's always a bit of a trade off between pure damage output and the ability to keep your guns on target. I think mostly it boils down to what you find the most fun, though there are many many people who argue for gimbals on Anaconda, seeing as the ship is actually a bit more maneuverable than people give it credit for.

I did have a lot of fun with all turrets ; ) But I've found that a mix of turrets and gimbals suits me much better.
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Re: Anaconda loadout advice required.

Postby Rodgeirr » Wed Sep 23, 2015 12:30 am

Thanks for the info!!
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Re: Anaconda loadout advice required.

Postby Cmdr Simpleye » Sat Oct 03, 2015 12:58 am

Hi
I have been taking my Anaconda into HICZ's regularly and have been taking on wings with on real problems.
I am running
4x class 3 turreted pulse lasers (2 top, 2 underneath )
2x class 2 gimballed multi-cannons
2x class 1 seeker missile racks
Chaff, point defence and 6x A0 shield boosters
lightweight alloy
C8 power plant
D7 thrusters
A6 FSD
A8 power distributor
A7 shield
1x A4 shield cell bank
Have had to turn tail and run once or twice, but nothing to scary.
Set turrets to target only and get ready to switch to multi-cannon when the Feds look like they are going to fly through your line of fire.
If you have your target nose on then all four lasers hit and rip the shields to bits then switch to multi-cannon to take the hull apart.
Turreted lasers can hit your target at nearly 90 degrees
This is me hunting in an HIRES
https://www.youtube.com/watch?v=fe0eZWlc2p8
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Re: Anaconda loadout advice required.

Postby UnmarkedBoxcar » Mon Oct 05, 2015 6:14 pm

<.<

>.>

H: 4B/G Cannon
L: 3C/G Cannon
L: 3D/T Beam Laser
L: 3D/T Beam Laser
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon
S: 1B/FS Missile Rack
S: 1B/FS Missile Rack

....Those cannons are so fun....

The beams are a bit pricey, though they do make me feel big and scary :D :evil:
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Re: Anaconda loadout advice required.

Postby holl0918 » Sun Jul 17, 2016 6:36 pm

Here is the link to my build. I found that I don't need turrets, as I can just go in reverse to counter small ships. Usually they die before they can out-maneuver me. I found that the only worthwhile thing to put int he small slots are seeker missiles, as they usually 1 shot the small fighters in conflict zones. As this is a multipurpose build, I didn't load it up with SCBs and HRPs. I use pulse lasers instead of beams because they have the best Damadge Per Energy, and on larger ships I fire both lasers and multicannons at their power plant after their shields drop, and it usually is destroyed in a second or two.

https://coriolis.io/outfit/anaconda/2pu ... derchild-M
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Re: Anaconda loadout advice required.

Postby HerrHorst » Wed Jul 20, 2016 3:15 pm

In order to contribute to the turret topic. As long as you switch them to Foreward Fire or Target Only they'll only start shooting if you press the fire button once. So no need to worry about Hostile Ships in RES oder CZ. They wont catch the attention of everything there :)
Also a firegroup where none of them are active is helpful to keep the enemy locked and disable your turrets.

I'm currently running two large turrents on top and two small below, which is enough to kill a small interdictor while heading for your next fsd target


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